Abstract
This study examined students’ experience of a gamified, mystery-driven problem based learning (PBL) approach in a postgraduate strength and conditioning module. Few studies have documented how hybrid teaching and learning methods employing aspects of mystery and gamification within PBL are experience by postgraduate students. This paper documents the student experiences of such an approach within a module in an MSc programme in strength and conditioning in an English University. Within a 10 week, 20 credit, module, students were introduced to an organisation they believed to be real and asked to compile a presentation for that organisation providing suggestions in relation of athlete development. A series of mystery packages were then delivered to the students over a four week period, as the central element of the module, providing information that was potentially relevant to their problem scenario. This was followed by two tutorial sessions prior to presentation of the student work. Following completion of the module, students participated in focus group interviews. Focus group interviews, analysed using thematic analysis, revealed that students believed the approach was interesting, interactive, developed new skills and was vocationally relevant. However, students felt confused by the approach, perceiving this to be negative, unaware that the confusing elements were designed to prompt deeper learning. These results seem to indicate that a PBL approach, using some aspects of gamification, via role play and mystery, via receiving ‘mystery’ packages can add value to the postgraduate experience. Despite this, the approach trialled in this study can be challenging to employ. Academics and practitioners need to be aware that the student perception of confusion the process can create is initially negative but is an important element to better answer causal questions, diagnose and solve problems, and demonstrate application of acquired knowledge.
Original language | English |
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Pages (from-to) | 28-48 |
Number of pages | 21 |
Journal | Practice and Evidence of the Scholarship of Teaching and Learning in Higher Education |
Volume | 13 |
Issue number | 1 |
Publication status | Published - 31 May 2018 |
Keywords
- Gamification
- Sport and Exercise Science
- Interactive learning
- Constructivism
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Dive into the research topics of 'A gamified and mystery-driven approach for facilitating problem based learning in a postgraduate strength and conditioning module'. Together they form a unique fingerprint.Prizes
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Gamification Award for Education and Learning 2019
Arnab, Sylvester (Recipient), Clarke, Samantha (Recipient), Masters, Alex (Recipient), Beaufoy, Jayne (Recipient) & Morini, Luca (Recipient), 28 Jan 2020
Prize: Prize (including medals and awards)
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Outstanding Gamification Research
Clarke, Samantha (Recipient), Arnab, Sylvester (Recipient) & Wood, Oliver (Recipient), 26 Nov 2018
Prize: Prize (including medals and awards)
Profiles
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Sylvester Arnab
- Research Centre in Postdigital Cultures - Professor in Games Science - Applied Games
Person: Teaching and Research
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Samantha Clarke
- Research Centre for Arts, Memory and Communities - Assistant Professor of Design Futures
Person: Teaching and Research
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Michael Duncan
- Centre for Physical Activity, Sport and Exercise Sciences - Centre Director
Person: Professional Services